Quest For The Lost Civilization
Description
"The Quest for the Lost Civilization" is a 3D action-adventure game that takes players on a journey to discover a lost society said to possess great knowledge and wealth. Players must explore a game world based on different historical civilizations and cultures, overcoming obstacles, enemies, and puzzles in order to uncover the secrets of the lost civilization. The game offers an educational experience for players of all ages, as they learn about different cultures and civilizations, and provides a fun and engaging challenge for players who enjoy action-adventure and puzzle-solving games.
27.02: Milestone 1
Find content and tutorials that will aid the development (3h)
- Download character and animations from Mixamo
- Search for most suitable tutorial for an RPG with given description
Make an HUD for the player health and power (2h)
- Add HUD widget and blueprint
- Make and connect float variables to the widget for showing the level of health and power
Import the character which moves around the game world using keyboard (2h)
- Build animation blueprint
- Build state blend space for movement
13.03: Milestone 2
Fix the issue regarding missing animations and character (3h)
- Spent time on how to save the project from corruption
Solution: Keep packaging the project.
Tasks done again:
- Imported the character and animations
- Made the Animation blueprints, state machine & Blend space
Add Spell Casting State Animation (3h)
Pressing ‘Z’ will trigger this animation. This is the first step to making a complete action which will increase the health of the character.
- Edited the state machine
- Build event for pressing 'Z'
Add collectibles which the player will able to pickup on collision (2h)
- Choose size and shape of the collectible
- Add collision functionality
27.03: Milestone 3
Complete the Spell Casting Animation (3h)
- Add visual effect
- Increase health on this event
- Implement action controls: Develop action mappings that allow to control the action of the character in the game. These include numerical keys e.g. create a "Press 1" Mapping which would relate a key mapping that allows users to press the number 1 on their keyboard to trigger a specific action within the game.
- Implement Branching Logic: Utilized branching logic to create conditional statements that check for certain conditions in the game such as if the player movement is enabled or not.
- Spawn Animation Emitter: Utilize a mesh socket to spawn an emitter for animations, specifically from the character's foot.
- Use Float Subtraction to subtract a float value from a designated power variable within the game. This allowed for the dynamic change in the gameplay as the player's power level fluctuates.
Self regenerating health and power (2h)
- Implement conditional branching and sequencing logic to check if the values of the health and power variables have reached their maximum limit.
- Create floating-point variables to represent the health and power and continually increment their values based on a regenerative process. Implement checks to prevent the variables from exceeding their maximum value and overflowing the progress bar.
- Control the rate of regeneration by incorporating a delay function to slow down the rate at which the health variable is incremented.
10.04: Milestone 4
- Create a Moving Enemy character (3h)
- Make an enemy character.
- Add pawn sensing - Enemy Sight
- Add enemy following the player logic
- Add audio while following. Import audio and make a reference.
- Implement Health pick up items (3h)
- Make blueprint class for collectible and add particle system
- Add box collider for adding collision with the collectible
- Add functionality to check player health and increase it on collision
- Create action bars for showing player XP (3h)
-Used assets to build and experience bar
-Shows the current level of the player and XP needed to level up
24.04: Milestone 5
- Remove error & Complete the enemy character (4h)
Whenever the player character is in sight of the enemy, the enemy would start to follow them.
Components and tools used:
- Pawn sensing: Used to set the radius that the enemy could detect the player in
- MoveAiTo: Functionality which is triggered when the enemy detects the player.
- Nav Mesh Bounds: Tool which helped in setting the space for the enemies to move in a certain space
- Spawn Projectile (4h)
- Add the animation of the hand movement
- Improve the player bars (2h)
- Small task to change position of action bar and remove extra boxes
08.05: Milestone 6
1. Complete the previous milestone work: Spawning projectile & Add enemy animation [3h]
- Add one hand casting animation and work on transitional rules e.g. Idle to Casting Animation.
- Add new blueprint class for projectile and it’s trail effect
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2. Player Enemy combat: The player would hit and destroy the enemy after a hit [3h]
- Use particle collision component for detection of the attack
- Spawn Emitter at location of the attack
- Add destroy enemy on collision logic
Bonus Tasks:
- Inventory System [2h]
- Quest System [2h]
[22.05: Expo]
- Add new character & animations [3h]
- Add sword weapon to character [2h]
- Add sword attack animation [2h]
Drive Link: https://drive.google.com/file/d/15QpP5-42v0QyKPYpbR9FAFxqE4mx5CKx/view?usp=sharing